COMPLETE Lua command List!! VERY USEFUL!!!!! menu

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  1. #1
    Dibes's Avatar Active Member
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    COMPLETE Lua command List!! VERY USEFUL!!!!!

    This is a very large guide of all of the Lua commands!!!! :)

    **TIP**

    If you are looking for a specific command i would hold CTRL (its on the bottom right of your keyboard) then press F and type in part of the command your looking for :)


    ENJOY


    Gossip Lua Commands

    Item:GossipCreateMenu(100, player, 0);

    Item:GossipMenuAddItem((0, "Add text in here!", 1, 0));

    Item:GossipSendMenu(player);

    Item:GossipComplete();

    Item:GossipSendPOI(lua:State * L, Item * ptr);

    pUnit:GossipCreateMenu(100, player, 0);

    pUnit:GossipMenuAddItem(0, "Add text in here!", 1, 0);

    pUnit:GossipSendMenu(player);

    pUnit:GossipComplete();

    pUnit:GossipSendPOI(lua:State * L, Unit * ptr);

    GameObject:GossipCreateMenu(lua:State * L, GameObject * ptr);

    GameObject:GossipMenuAddItem(0, "Add text in here!", 1, 0);

    GameObject:GossipSendMenu(player);

    GameObject:GossipComplete();

    GameObject:GossipSendPOI(lua:State * L, GameObject * ptr);


    Get Info Commands!!


    pUnit:GetPlayerRace(VALUE)

    pUnit:GetCurrentSpellId(VALUE)

    pUnit:GetStanding(VALUE)

    pUnit:GetMainTank(VALUE)

    pUnit:GetAddTank(VALUE)

    pUnit:GetX(VALUE)

    pUnit:GetY(VALUE)

    pUnit:GetZ(VALUE)

    pUnit:GetO(VALUE)

    pUnit:GetTauntedBy(VALUE)

    pUnit:GetSoulLinkedWith(VALUE)

    pUnit:GetItemCount(VALUE)

    pUnit:GetName(VALUE)

    pUnit:GetHealthPct(VALUE)

    pUnit:GetManaPct(VALUE)

    pUnit:GetInstanceID(VALUE)

    pUnit:GetClosestPlayer(VALUE)

    pUnit:GetRandomPlayer(VALUE)

    pUnit:GetRandomFriend(VALUE)

    pUnit:GetUnitBySqlId(VALUE)

    pUnit:GetPlayerClass(VALUE)

    pUnit:GetHealth(VALUE)

    pUnit:GetMaxHealth(VALUE)

    pUnit:GetCreatureNearestCoords(VALUE)

    pUnit:GetGameObjectNearestCoords(x, y, z, o);

    pUnit:GetDistance(VALUE)

    pUnit:GetGUID(VALUE)

    pUnit:GetZoneId(lua_State *L, Unit * ptr);

    pUnit:GetMaxMana(VALUE)

    pUnit:GetMana(VALUE)

    pUnit:GetCurrentSpell(VALUE)

    pUnit:GetSpawnO(VALUE)

    pUnit:GetSpawnZ(VALUE)

    pUnit:GetSpawnY(VALUE)

    pUnit:GetSpawnX(VALUE)

    pUnit:GetInRangePlayersCount(VALUE)

    pUnit:GetUInt32Value(VALUE)

    pUnit:GetUInt64Value(VALUE)

    pUnit:GetFloatValue(VALUE)

    pUnit:GetAIState(VALUE)

    pUnit:GetCurrentSpell(VALUE)

    pUnit:GetInRangeGameObjects(VALUE)

    pUnit:GetInRangePlayers(VALUE)

    pUnit:GetAITargets(VALUE)

    pUnit:GetUnitByGUID(VALUE)

    pUnit:GetInRangeObjectsCount(VALUE)

    pUnit:GetAITargetsCount(VALUE)

    pUnit:GetUnitToFollow(VALUE)

    pUnit:GetNextTarget(VALUE)

    pUnit:GetPetOwner(VALUE)

    pUnit:GetEntry(VALUE)

    pUnit:GetFaction(pUnit:GetRandomPlayer(0)); -- tell me if im wrong please :)

    pUnit:GetThreatByPtr(VALUE)

    pUnit:GetInRangeFriends(VALUE)

    pUnit:GetPowerType(VALUE)

    pUnit:GetMapId(VALUE)

    pUnit:GetFactionStanding(VALUE)

    pUnit:GetPlayerLevel(VALUE)



    Is Lua Commands!!

    pUnit:IsPlayerAttacking(VALUE)

    pUnit:IsPlayerMoving(VALUE)

    pUnit:IsPlayerAtWar(VALUE)

    pUnit:IsPlayer(VALUE)

    pUnit:IsCreature(VALUE)

    pUnit:IsInCombat(VALUE)

    pUnit:IsAlive(VALUE)

    pUnit:IsDead(VALUE)

    pUnit:IsInWorld(VALUE)

    pUnit:IsCreatureMoving(lua_State * L, Unit * ptr );

    pUnit:IsFlying(VALUE)

    pUnit:IsInFront(VALUE)

    pUnit:IsInBack(VALUE)

    pUnit:IsPacified(VALUE)

    pUnit:IsFeared(VALUE)

    pUnit:IsStunned(VALUE)

    pUnit:HasInRangeObjects(VALUE)

    pUnit:IsInWater(VALUE)

    //pUnit:IsInArc(VALUE)

    pUnit:IsPet(VALUE)

    pUnit:MoveFly(VALUE)

    pUnit:NoRespawn(VALUE)

    pUnit:HasItem(VALUE)

    pUnit:FlyCheat(VALUE)

    USEFUL Lua COMMANDS!

    pUnit:AdvanceSkill(VALUE)

    pUnit:AddSkill(VALUE)

    pUnit:RemoveSkill(VALUE)

    pUnit:PlaySpellVisual(VALUE)

    pUnit:RemoveThreatByPtr(VALUE)

    pUnit:EventCastSpell(VALUE)

    pUnit:AttackReaction(VALUE)

    pUnit:DismissPet(VALUE)

    pUnit:HandleEvent(VALUE)

    pUnit:SetMoveRunFlag(VALUE)

    pUnit:SendChatMessage(VALUE)

    pUnit:MoveTo(VALUE)

    pUnit:SetMovementType(VALUE)

    pUnit:CastSpell(VALUE)

    pUnit:CastSpellOnTarget(VALUE)

    pUnit:FullCastSpell(VALUE)

    pUnit:FullCastSpellOnTarget(VALUE)

    pUnit:SpawnGameObject(VALUE)

    pUnit:SpawnCreature(VALUE)

    pUnit:RegisterEvent(VALUE)

    pUnit:RemoveEvents(VALUE)

    pUnit:SendBroadcastMessage(VALUE)

    pUnit:SendAreaTriggerMessage(VALUE)

    pUnit:KnockBack(VALUE)

    pUnit:MarkQuestObjectiveAsComplete(VALUE)

    pUnit:LearnSpell(lua_State * L, Unit* ptr);

    pUnit:UnlearnSpell(VALUE)

    pUnit:HasFinishedQuest(VALUE)

    pUnit:ClearThreatList(VALUE)

    pUnit:ChangeTarget(VALUE)

    pUnit:Emote(VALUE)

    pUnit:Despawn(VALUE)

    pUnit:PlaySoundToSet(VALUE)

    pUnit:RemoveAura(VALUE)

    pUnit:StopMovement(VALUE)

    pUnit:AddItem(VALUE)

    pUnit:RemoveItem(VALUE)

    pUnit:CreateCustomWaypointMap(VALUE)

    pUnit:CreateWaypoint(VALUE)

    pUnit:DestroyCustomWaypointMap(VALUE)

    pUnit:MoveToWaypoint(VALUE)

    pUnit:TeleportUnit(VALUE)

    pUnit:ClearHateList(VALUE)

    pUnit:WipeHateList(VALUE)

    pUnit:WipeTargetList(VALUE)

    pUnit:WipeCurrentTarget(VALUE)

    pUnit:CastSpellAoF(VALUE)

    pUnit:RemoveAllAuras(Spell ID!);

    pUnit:StopChannel(VALUE)

    pUnit:ChannelSpell(VALUE)

    pUnit:ReturnToSpawnPoint(VALUE)

    pUnit:HasAura(VALUE)

    pUnit:Land(VALUE)

    pUnit:CancelSpell(VALUE)

    pUnit:Root(VALUE)

    pUnit:Unroot(VALUE)

    pUnit:CalcDistance(VALUE)

    pUnit:ModUInt32Value(VALUE)

    pUnit:ModFloatValue(VALUE)

    pUnit:SendData(VALUE)

    pUnit:InitPacket(VALUE)

    pUnit:AddDataToPacket(VALUE)

    pUnit:AddGuidDataToPacket(VALUE)

    pUnit:AdvanceQuestObjective(VALUE)

    pUnit:Heal(VALUE)

    pUnit:Energize(VALUE)

    pUnit:SendChatMessageAlternateEntry(VALUE)

    pUnit:SendChatMessageToPlayer(VALUE)

    pUnit:Strike(VALUE)

    pUnit:Kill(VALUE)

    pUnit:DealDamage(VALUE)

    pUnit:CreateGuardian(VALUE)

    pUnit:CalcToDistance(VALUE)

    pUnit:CalcAngle(VALUE)

    pUnit:CalcRadAngle(VALUE)

    pUnit:IsInvisible(VALUE)

    pUnit:IsInvincible(VALUE)

    pUnit:ResurrectPlayer(VALUE)

    pUnit:KickPlayer(VALUE)

    pUnit:CanCallForHelp(VALUE)

    pUnit:CallForHelpHp(VALUE)

    pUnit:RemoveFromWorld(VALUE)

    pUnit:SpellNonMeleeDamageLog(VALUE)

    pUnit:ModThreat(VALUE)

    pUnit:AddAssistTargets(VALUE)

    pUnit:RemoveAurasByMechanic(VALUE)

    pUnit:RemoveAurasType(VALUE)

    pUnit:AddAuraVisual(VALUE)
    Event Commands

    enum QuestEvents
    {
    QUEST_EVENT_ON_COMPLETE = 1,
    QUEST_EVENT_ON_ACCEPT = 2,
    //QUEST_EVENT_CAN_ACCEPT = 3,
    QUEST_EVENT_COUNT,
    };

    /** Gossip Events
    */
    enum GossipEvents
    {
    GOSSIP_EVENT_ON_TALK = 1,
    GOSSIP_EVENT_ON_SELECT_OPTION = 2,
    GOSSIP_EVENT_ON_END = 3,
    GOSSIP_EVENT_COUNT,
    };

    /** Creature Events
    */
    enum CreatureEvents
    {
    CREATURE_EVENT_ON_ENTER_COMBAT = 1,
    CREATURE_EVENT_ON_LEAVE_COMBAT = 2,
    CREATURE_EVENT_ON_KILLED_TARGET = 3,
    CREATURE_EVENT_ON_DIED = 4,
    CREATURE_EVENT_AI_TICK = 5,
    CREATURE_EVENT_ON_SPAWN = 6,
    CREATURE_EVENT_ON_GOSSIP_TALK = 7,
    CREATURE_EVENT_ON_REACH_WP = 8,
    CREATURE_EVENT_ON_LEAVE_LIMBO = 9,
    CREATURE_EVENT_PLAYER_ENTERS_RANGE = 10,
    CREATURE_EVENT_COUNT,
    };

    /** GameObject Events
    */
    enum GameObjectEvents
    {
    GAMEOBJECT_EVENT_ON_SPAWN = 1,
    GAMEOBJECT_EVENT_ON_USE = 2,
    GAMEOBJECT_EVENT_COUNT,
    };


    enum RandomFlags
    {
    RANDOM_ANY = 0,
    RANDOM_IN_SHORTRANGE = 1,
    RANDOM_IN_MIDRANGE = 2,
    RANDOM_IN_LONGRANGE = 3,
    RANDOM_WITH_MANA = 4,
    RANDOM_WITH_RAGE = 5,
    RANDOM_WITH_ENERGY = 6,
    RANDOM_NOT_MAINTANK = 7
    };
    Last edited by Dibes; 07-08-2009 at 06:11 PM. Reason: Added event commands

    COMPLETE Lua command List!! VERY USEFUL!!!!!
  2. #2
    Sounddead's Avatar Contributor
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    Kind of a repost.. Except the ones that are already on here have more info on them. :P

    I live in a shoe

  3. #3
    Vindicated's Avatar Contributor
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    Might wanna add in the enumeration for the object states. Anyways, +Rep x1. Try and make this more detailed, and not like the 99.9% other posts like this.


  4. #4
    Dibes's Avatar Active Member
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    This is the most updated list of Lua commands and is geared for those who know how to implement the commands... i guess i should have a link on how to script Lua....

  5. #5
    Vindicated's Avatar Contributor
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    Might wanna add these to your guide; they will help you with some of the arguments of the lua functions.

    Code:
    enum QuestEvents
    {
        QUEST_EVENT_ON_COMPLETE        = 1,
        QUEST_EVENT_ON_ACCEPT        = 2,
        //QUEST_EVENT_CAN_ACCEPT        = 3, 
        QUEST_EVENT_COUNT,
    };
    
    /** Gossip Events
    */
    enum GossipEvents
    {
        GOSSIP_EVENT_ON_TALK            = 1,
        GOSSIP_EVENT_ON_SELECT_OPTION    = 2,
        GOSSIP_EVENT_ON_END             = 3,
        GOSSIP_EVENT_COUNT,
    };
    
    /** Creature Events
     */
    enum CreatureEvents
    {
        CREATURE_EVENT_ON_ENTER_COMBAT        = 1,
        CREATURE_EVENT_ON_LEAVE_COMBAT        = 2,
        CREATURE_EVENT_ON_KILLED_TARGET        = 3,
        CREATURE_EVENT_ON_DIED                = 4,
        CREATURE_EVENT_AI_TICK                = 5,
        CREATURE_EVENT_ON_SPAWN                = 6,
        CREATURE_EVENT_ON_GOSSIP_TALK        = 7,
        CREATURE_EVENT_ON_REACH_WP            = 8,
        CREATURE_EVENT_ON_LEAVE_LIMBO        = 9,
        CREATURE_EVENT_PLAYER_ENTERS_RANGE    = 10,
        CREATURE_EVENT_COUNT,
    };
    
    /** GameObject Events
     */
    enum GameObjectEvents
    {
        GAMEOBJECT_EVENT_ON_SPAWN            = 1,
        GAMEOBJECT_EVENT_ON_USE                = 2,
        GAMEOBJECT_EVENT_COUNT,
    };
    
    
    enum RandomFlags
    {
        RANDOM_ANY           = 0,
        RANDOM_IN_SHORTRANGE = 1,
        RANDOM_IN_MIDRANGE   = 2,
        RANDOM_IN_LONGRANGE  = 3,
        RANDOM_WITH_MANA     = 4,
        RANDOM_WITH_RAGE     = 5,
        RANDOM_WITH_ENERGY   = 6,
        RANDOM_NOT_MAINTANK  = 7
    };


  6. #6
    Dibes's Avatar Active Member
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    thanks a bunch

  7. #7
    Lytle69's Avatar Member
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    Oh wow you can open LUAfunctions.h
    You sir, are a true master /bow
    this is the Whole file...

    Code:
    /************************************************************************/
    /* SCRIPT FUNCTIONS DECLARATIONS                                        */
    /************************************************************************/
    //////////////////////////////////////////////////////////////////
    ///////////////////UNIT COMMAND LIST//////////////////////////////
    //////////////////////////////////////////////////////////////////
    
    ///////////////////
    ///Gossip Stuff////
    ///////////////////
    int luaItem_GossipCreateMenu(lua_State * L, Item * ptr);
    int luaItem_GossipMenuAddItem(lua_State * L, Item * ptr);
    int luaItem_GossipSendMenu(lua_State * L, Item * ptr);
    int luaItem_GossipComplete(lua_State * L, Item * ptr);
    int luaItem_GossipSendPOI(lua_State * L, Item * ptr);
    int luaUnit_GossipCreateMenu(lua_State * L, Unit * ptr);
    int luaUnit_GossipMenuAddItem(lua_State * L, Unit * ptr);
    int luaUnit_GossipSendMenu(lua_State * L, Unit * ptr);
    int luaUnit_GossipComplete(lua_State * L, Unit * ptr);
    int luaUnit_GossipSendPOI(lua_State * L, Unit * ptr);
    int luaGameObject_GossipCreateMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipMenuAddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipSendMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipComplete(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipSendPOI(lua_State * L, GameObject * ptr);
    ////////////
    //GetStuff//
    ////////////
    
    ;int luaUnit_GetPlayerRace(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpellId(lua_State * L, Unit * ptr);
    int luaUnit_GetStanding(lua_State * L, Unit * ptr);
    int luaUnit_GetMainTank(lua_State * L, Unit * ptr);
    int luaUnit_GetAddTank(lua_State * L, Unit * ptr);
    int luaUnit_GetX(lua_State * L, Unit * ptr);
    int luaUnit_GetY(lua_State * L, Unit * ptr);
    int luaUnit_GetZ(lua_State * L, Unit * ptr);
    int luaUnit_GetO(lua_State * L, Unit * ptr);
    int luaUnit_GetTauntedBy(lua_State * L, Unit * ptr);
    int luaUnit_GetSoulLinkedWith(lua_State * L, Unit * ptr);
    int luaUnit_GetItemCount(lua_State * L, Unit * ptr);
    int luaUnit_GetName(lua_State * L, Unit * ptr);
    int luaUnit_GetHealthPct(lua_State * L, Unit * ptr);
    int luaUnit_GetManaPct(lua_State * L, Unit * ptr);
    int luaUnit_GetInstanceID(lua_State * L, Unit * ptr);
    int luaUnit_GetClosestPlayer(lua_State * L, Unit * ptr);
    int luaUnit_GetRandomPlayer(lua_State * L, Unit * ptr);
    int luaUnit_GetRandomFriend(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitBySqlId(lua_State * L, Unit * ptr);
    int luaUnit_GetPlayerClass(lua_State * L, Unit * ptr);
    int luaUnit_GetHealth(lua_State * L, Unit * ptr);
    int luaUnit_GetMaxHealth(lua_State * L, Unit * ptr);
    int luaUnit_GetCreatureNearestCoords(lua_State * L, Unit * ptr);
    int luaUnit_GetGameObjectNearestCoords(lua_State *L, Unit * ptr);
    int luaUnit_GetDistance(lua_State * L, Unit * ptr);
    int luaUnit_GetGUID(lua_State * L, Unit * ptr);
    int luaUnit_GetZoneId(lua_State *L, Unit * ptr);
    int luaUnit_GetMaxMana(lua_State * L, Unit * ptr);
    int luaUnit_GetMana(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpell(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnO(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnZ(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnY(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnX(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangePlayersCount(lua_State * L, Unit * ptr);
    int luaUnit_GetUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_GetUInt64Value(lua_State * L, Unit * ptr);
    int luaUnit_GetFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_GetAIState(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpell(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeGameObjects(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangePlayers(lua_State * L, Unit * ptr);
    int luaUnit_GetAITargets(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitByGUID(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeObjectsCount(lua_State * L, Unit * ptr);
    int luaUnit_GetAITargetsCount(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitToFollow(lua_State * L, Unit * ptr);
    int luaUnit_GetNextTarget(lua_State * L, Unit * ptr);
    int luaUnit_GetPetOwner(lua_State * L, Unit * ptr);
    int luaUnit_GetEntry(lua_State * L, Unit * ptr);
    int luaUnit_GetFaction(lua_State * L, Unit *ptr);
    int luaUnit_GetThreatByPtr(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeFriends(lua_State * L, Unit * ptr);
    int luaUnit_GetPowerType(lua_State * L, Unit * ptr);
    int luaUnit_GetMapId(lua_State * L, Unit * ptr);
    int luaUnit_GetFactionStanding(lua_State * L, Unit * ptr);
    int luaUnit_GetPlayerLevel(lua_State * L, Unit * ptr);
    
    
    ////////////////////////
    //Bools(Is? commands)///
    ////////////////////////
    int luaUnit_IsPlayerAttacking(lua_State * L, Unit * ptr);
    int luaUnit_IsPlayerMoving(lua_State * L, Unit * ptr);
    //int luaUnit_IsPlayerAtWar(lua_State * L, Unit * ptr);
    int luaUnit_IsPlayer(lua_State * L, Unit * ptr);
    int luaUnit_IsCreature(lua_State * L, Unit * ptr);
    int luaUnit_IsInCombat(lua_State * L, Unit * ptr);
    int luaUnit_IsAlive(lua_State * L, Unit * ptr);
    int luaUnit_IsDead(lua_State * L, Unit * ptr);
    int luaUnit_IsInWorld(lua_State * L, Unit * ptr);
    int luaUnit_IsCreatureMoving(lua_State * L, Unit * ptr );
    int luaUnit_IsFlying(lua_State * L, Unit * ptr);
    int luaUnit_IsInFront(lua_State * L, Unit * ptr);
    int luaUnit_IsInBack(lua_State * L, Unit * ptr);
    int luaUnit_IsPacified(lua_State * L, Unit * ptr);
    int luaUnit_IsFeared(lua_State * L, Unit * ptr);
    int luaUnit_IsStunned(lua_State * L, Unit * ptr);
    int luaUnit_HasInRangeObjects(lua_State * L, Unit * ptr);
    int luaUnit_IsInWater(lua_State * L, Unit * ptr);
    //int luaUnit_IsInArc(lua_State * L, Unit * ptr);
    int luaUnit_IsPet(lua_State * L, Unit * ptr);
    int luaUnit_MoveFly(lua_State * L, Unit * ptr);
    int luaUnit_NoRespawn(lua_State * L, Unit * ptr);
    int luaUnit_HasItem(lua_State * L, Unit * ptr);
    int luaUnit_FlyCheat(lua_State * L, Unit * ptr);
    int luaUnit_IsGM(lua_State * L, Unit * ptr);
    
    //////////////////////
    ///////OTHERS/////////
    //////////////////////
    int luaUnit_AdvanceSkill(lua_State * L, Unit * ptr);
    int luaUnit_AddSkill(lua_State * L, Unit * ptr);
    int luaUnit_RemoveSkill(lua_State * L, Unit * ptr);
    int luaUnit_PlaySpellVisual(lua_State * L, Unit * ptr);
    int luaUnit_RemoveThreatByPtr(lua_State * L, Unit * ptr);
    int luaUnit_EventCastSpell(lua_State * L, Unit * ptr);
    int luaUnit_AttackReaction(lua_State * L, Unit * ptr);
    int luaUnit_DismissPet(lua_State * L, Unit * ptr);
    int luaUnit_HandleEvent(lua_State * L, Unit * ptr);
    int luaUnit_SetMoveRunFlag(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessage(lua_State * L, Unit * ptr);
    int luaUnit_MoveTo(lua_State * L, Unit * ptr);
    int luaUnit_SetMovementType(lua_State * L, Unit * ptr);
    int luaUnit_CastSpell(lua_State * L, Unit * ptr);
    int luaUnit_CastSpellOnTarget(lua_State * L, Unit * ptr);
    int luaUnit_FullCastSpell(lua_State * L, Unit * ptr);
    int luaUnit_FullCastSpellOnTarget(lua_State * L, Unit * ptr);
    int luaUnit_SpawnGameObject(lua_State * L, Unit * ptr);
    int luaUnit_SpawnCreature(lua_State * L, Unit * ptr);
    int luaUnit_RegisterEvent(lua_State * L, Unit * ptr);
    int luaUnit_RemoveEvents(lua_State * L, Unit * ptr);
    int luaUnit_SendBroadcastMessage(lua_State * L, Unit * ptr);
    int luaUnit_SendAreaTriggerMessage(lua_State * L, Unit * ptr);
    int luaUnit_KnockBack(lua_State * L, Unit * ptr);
    int luaUnit_MarkQuestObjectiveAsComplete(lua_State * L, Unit * ptr);
    int luaUnit_LearnSpell(lua_State * L, Unit* ptr);
    int luaUnit_UnlearnSpell(lua_State * L, Unit * ptr);
    int luaUnit_HasFinishedQuest(lua_State * L, Unit * ptr);
    int luaUnit_ClearThreatList(lua_State * L, Unit * ptr);
    int luaUnit_ChangeTarget(lua_State * L, Unit * ptr);
    int luaUnit_Emote(lua_State * L, Unit * ptr);
    int luaUnit_Despawn(lua_State * L, Unit * ptr);
    int luaUnit_PlaySoundToSet(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAura(lua_State * L, Unit * ptr);
    int luaUnit_StopMovement(lua_State * L, Unit * ptr);
    int luaUnit_AddItem(lua_State * L, Unit * ptr);
    int luaUnit_RemoveItem(lua_State * L, Unit * ptr);
    int luaUnit_CreateCustomWaypointMap(lua_State * L, Unit * ptr);
    int luaUnit_CreateWaypoint(lua_State * L, Unit * ptr);
    int luaUnit_DestroyCustomWaypointMap(lua_State * L, Unit * ptr);
    int luaUnit_MoveToWaypoint(lua_State * L, Unit * ptr);
    int luaUnit_TeleportUnit(lua_State * L, Unit * ptr);
    int luaUnit_ClearHateList(lua_State * L, Unit * ptr);
    int luaUnit_WipeHateList(lua_State * L, Unit * ptr);
    int luaUnit_WipeTargetList(lua_State * L, Unit * ptr);
    int luaUnit_WipeCurrentTarget(lua_State * L, Unit * ptr);
    int luaUnit_CastSpellAoF(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAllAuras(lua_State *L, Unit * ptr);
    int luaUnit_StopChannel(lua_State * L, Unit * ptr);
    int luaUnit_ChannelSpell(lua_State * L, Unit * ptr);
    int luaUnit_ReturnToSpawnPoint(lua_State * L, Unit * ptr);
    int luaUnit_HasAura(lua_State * L, Unit * ptr);
    int luaUnit_Land(lua_State * L, Unit * ptr);
    int luaUnit_CancelSpell(lua_State * L, Unit * ptr);
    int luaUnit_Root(lua_State * L, Unit * ptr);
    int luaUnit_Unroot(lua_State * L, Unit * ptr);
    int luaUnit_CalcDistance(lua_State * L, Unit * ptr);
    int luaUnit_ModUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_ModFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_SendData(lua_State * L, Unit * ptr);
    int luaUnit_InitPacket(lua_State * L, Unit * ptr);
    int luaUnit_AddDataToPacket(lua_State * L, Unit * ptr);
    int luaUnit_AddGuidDataToPacket(lua_State * L, Unit * ptr);
    int luaUnit_AdvanceQuestObjective(lua_State * L, Unit * ptr);
    int luaUnit_Heal(lua_State * L, Unit * ptr);
    int luaUnit_Energize(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessageAlternateEntry(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessageToPlayer(lua_State * L, Unit * ptr);
    int luaUnit_Strike(lua_State * L, Unit * ptr);
    int luaUnit_Kill(lua_State * L, Unit * ptr);
    int luaUnit_DealDamage(lua_State * L, Unit * ptr);
    int luaUnit_CreateGuardian(lua_State * L, Unit * ptr);
    int luaUnit_CalcToDistance(lua_State * L, Unit * ptr);
    int luaUnit_CalcAngle(lua_State * L, Unit * ptr);
    int luaUnit_CalcRadAngle(lua_State * L, Unit * ptr);
    int luaUnit_IsInvisible(lua_State * L, Unit * ptr);
    int luaUnit_IsInvincible(lua_State * L, Unit * ptr);
    int luaUnit_ResurrectPlayer(lua_State * L, Unit * ptr);
    int luaUnit_KickPlayer(lua_State * L, Unit * ptr);
    int luaUnit_CanCallForHelp(lua_State * L, Unit * ptr);
    int luaUnit_CallForHelpHp(lua_State * L, Unit * ptr);
    int luaUnit_RemoveFromWorld(lua_State * L, Unit * ptr);
    int luaUnit_SpellNonMeleeDamageLog(lua_State * L, Unit * ptr);
    int luaUnit_ModThreat(lua_State * L, Unit * ptr);
    int luaUnit_AddAssistTargets(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAurasByMechanic(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAurasType(lua_State * L, Unit * ptr);
    //int luaUnit_AddAuraVisual(lua_State * L, Unit * ptr);
    
    
    /////////////////////
    //////SetStuff///////
    /////////////////////
    
    int luaUnit_SetPlayerStanding(lua_State * L, Unit * ptr);
    int luaUnit_SetPlayerLevel(lua_State * L, Unit * ptr);
    int luaUnit_SetPlayerAtWar(lua_State * L, Unit * ptr);
    int luaUnit_SetCreatureName(lua_State * L, Unit * ptr);
    int luaUnit_SetDeathState(lua_State * L, Unit * ptr);
    int luaUnit_SetPowerType(lua_State * L, Unit * ptr);
    int luaUnit_SetAttackTimer(lua_State * L, Unit * ptr);
    int luaUnit_SetMana(lua_State * L, Unit * ptr);
    int luaUnit_SetMaxMana(lua_State * L, Unit * ptr);
    int luaUnit_SetHealth(lua_State * L, Unit * ptr);
    int luaUnit_SetMaxHealth(lua_State * L, Unit * ptr);
    int luaUnit_SetFlying(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatMeleeCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatRangedCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatSpellCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatTargetingCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetNPCFlags(lua_State * L, Unit * ptr);
    int luaUnit_SetModel(lua_State * L, Unit * ptr);
    int luaUnit_SetScale(lua_State * L, Unit * ptr);
    int luaUnit_SetFaction(lua_State * L, Unit * ptr);
    int luaUnit_SetStandState(lua_State * L, Unit * ptr);
    int luaUnit_SetTauntedBy(lua_State * L, Unit * ptr);
    int luaUnit_SetSoulLinkedWith(lua_State * L, Unit * ptr);
    int luaUnit_SetInFront(lua_State * L, Unit * ptr);
    int luaUnit_SetHealthPct(lua_State * L, Unit * ptr);
    int luaUnit_SetOutOfCombatRange(lua_State * L, Unit * ptr);
    int luaUnit_ModifyRunSpeed(lua_State * L, Unit * ptr);
    int luaUnit_ModifyWalkSpeed(lua_State * L, Unit * ptr);
    int luaUnit_ModifyFlySpeed(lua_State * L, Unit * ptr);
    int luaUnit_SetRotation(lua_State * L, Unit * ptr);
    int luaUnit_SetOrientation(lua_State * L, Unit * ptr);
    int luaUnit_SetUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_SetUInt64Value(lua_State * L, Unit * ptr);
    int luaUnit_SetFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_SetUnitToFollow(lua_State * L, Unit * ptr);
    int luaUnit_SetNextTarget(lua_State * L, Unit * ptr);
    int luaUnit_SetPetOwner(lua_State * L, Unit * ptr);
    int luaUnit_SetFacing(lua_State * L, Unit * ptr);
    
    ////////////////////////////////////////////////////////////
    /////////////////END UNIT COMMAND LIST//////////////////////
    ////////////////////////////////////////////////////////////
    
    ///////////////////////////////////////////////////////////
    /////////////////////GAMEOBJECT COMMAND LIST///////////////
    ///////////////////////////////////////////////////////////
    
    //////////////////
    /////GET STUFF////
    //////////////////
    int luaGameObject_GetName(lua_State * L, GameObject * ptr);
    int luaGameObject_GetMapId(lua_State * L, GameObject * ptr);
    int luaGameObject_GetCreatureNearestCoords(lua_State * L, GameObject * ptr);
    int luaGameObject_GetGameObjectNearestCoords(lua_State *L, GameObject * ptr);
    //int luaGameObject_GetAreaID(lua_State * L, GameObject * ptr);
    int luaGameObject_GetClosestPlayer(lua_State * L, GameObject * ptr);
    int luaGameObject_GetZoneId(lua_State *L, GameObject * ptr);
    int luaGameObject_GetItemCount(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnX(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnY(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnZ(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnO(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangePlayersCount(lua_State * L, GameObject * ptr);
    int luaGameObject_GetEntry(lua_State * L, GameObject * ptr);
    int luaGameObject_GetX(lua_State * L, GameObject * ptr);
    int luaGameObject_GetY(lua_State * L, GameObject * ptr);
    int luaGameObject_GetZ(lua_State * L, GameObject * ptr);
    int luaGameObject_GetO(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangePlayers(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangeGameObjects(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInstanceID(lua_State * L, GameObject * ptr);
    int luaGameObject_GetUInt64Value(lua_State * L, GameObject * ptr);
    int luaGameObject_GetUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_GetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_GetGUID(lua_State * L, GameObject* ptr);
    
    //////////////////
    //////END/////////
    /////////////////
    
    int luaGameObject_Teleport(lua_State * L, GameObject * ptr);
    int luaGameObject_AddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_Despawn(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInWorld(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInBack(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInFront(lua_State * L, GameObject * ptr);
    int luaGameObject_PlaySoundToSet(lua_State * L, GameObject * ptr);
    int luaGameObject_SpawnCreature(lua_State * L, GameObject * ptr);
    int luaGameObject_SpawnGameObject(lua_State * L, GameObject * ptr);
    int luaGameObject_CalcDistance(lua_State * L, GameObject * ptr);
    int luaGameObject_SetOrientation(lua_State * L, GameObject * ptr);
    int luaGameObject_RemoveFromWorld(lua_State * L, GameObject * ptr);
    int luaGameObject_CalcRadAngle(lua_State * L, GameObject * ptr);
    int luaGameObject_SetUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_SetUInt64Value(lua_State * L, GameObject * ptr);
    int luaGameObject_SetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_ModUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_CastSpell(lua_State * L, GameObject * ptr);
    int luaGameObject_FullCastSpell(lua_State * L, GameObject * ptr);
    int luaGameObject_CastSpellOnTarget(lua_State * L, GameObject * ptr);
    int luaGameObject_FullCastSpellOnTarget(lua_State * L, GameObject * ptr);
    //int luaGameObject_EventCastSpell(lua_State * L, GameObject * ptr);
    
    /*
    int luaGameObject_GossipObjectCreateMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectMenuAddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectSendMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectComplete(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectSendPOI(lua_State * L, GameObject * ptr);
    int luaGameObject_ModUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_ModFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_GetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_InitPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_AddDataToPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_AddGuidDataToPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_SendData(lua_State * L, GameObject * ptr);
    */
    
    //////////////////////////////////////////////////
    ////////////////END GAMEOBJECT COMMAND LIST//////////////////
    //////////////////////////////////////////////////

  8. #8
    newtech's Avatar Active Member
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    So ehrm.. If I want to mount a forest rider (ID 1041), normally it would be .mount 1041 .. But how do I mount it with a lua command? :S

  9. #9
    DarkFever's Avatar Contributor
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    I dont think that lua has a command for that but i'm sure it can be written in C++.
    Also awesome!


  10. #10
    Dynashock's Avatar Contributor

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    Originally Posted by DarkFever View Post
    I dont think that lua has a command for that but i'm sure it can be written in C++.
    Also awesome!
    GuaEngine has it.

  11. #11
    hiperhiv's Avatar Private
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    Awsome !!! Thanx ot was usefull ^^

  12. #12
    Sounddead's Avatar Contributor
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    Would be better if you could add the return values (Or what type of return value the function is returning) or/and the parameters (What they mean, and what you should pas through them.)

    I live in a shoe

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